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Level Forge

  • 3d
  • level-editor
  • platformer
  • sandbox
  • creative
  • arcade
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Charlie built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Level Forge yet. Play it, then tell Charlie what you would add next.

Make your own game

Level Forge was built by Charlie with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Level Forge opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Level Forge

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a browser-based 3D level-building sandbox/platformer titled "Level Forge". Use a bright, clean, low-poly toy-like Kenney Platformer Kit visual style: blue sky background with light fog, green grass ground, soft shadows, and simple colorful models for grass blocks, a chunky grass block obstacle, gold coins, spike hazards, an open exit door, a flag, a small animated humanoid character, and a cyan-tinted moving grass platform. Use an angled perspective camera in edit mode and a smooth third-person follow camera behind/above the character in play mode.

The game opens in EDIT MODE with a sample level already built on a square grid. The editor has a large green ground plane with a visible translucent square grid. A yellow translucent square placement cursor with a white plus sign follows the camera's mouse ray and snaps to whole-number grid cells. The editor camera can be moved with WASD and rotated by mouse look/pointer lock; Shift makes camera movement faster. Number keys 1 through 7 select the palette tool: 1 Start flag, 2 Grass floor, 3 Block obstacle, 4 Gold coin, 5 Spike hazard, 6 Exit door, 7 Moving platform. Show a bottom tool palette with these seven numbered choices and highlight the current selection. Left click places the selected item at the cursor cell; right click removes every placed object in that cell. Automatically add a grass floor beneath a newly placed start, coin, hazard, exit, or other elevated gameplay item when needed. Keep only one Start and one Exit, and prevent duplicate same-type placements in a cell. Objects are placed on the grid; blocks are raised chunky obstacles above floor level, while coins, spikes, flags, and the door sit on the platform surface. The moving platform is a grass platform tinted cyan.

Include a top-left EDIT MODE badge, a top-right status readout such as "Selected Floor. Start ✓ · Coins 3 · Exit ✓", and bottom instructional text: Build: WASD move camera, Mouse look, 1-6/1-7 choose, left click place, right click remove, Tab test; Play: WASD move, Space jump, collect every coin, then reach the door. Include buttons for "Tab: Test Level" and "Reset Sample". The Reset Sample button restores the prebuilt sample.

The default sample should demonstrate the game with connected grass tiles: a main two-row area from approximately x=-3 through 3 at z=0 and z=1, a branch extending right around z=2 from x=3 through 6, a lower branch around z=-1, plus a left lower branch. Place the Start at (-3,0), three coins around (-1,1), (2,-1), and (5,2), spikes around (1,1) and (-4,-1), a block around (0,1), a cyan moving platform around (4,0), and the Exit at (6,2). The exact sample is less important than preserving this visible compact platforming layout and its hazards, collectibles, moving platform, start, and exit.

Press Tab or the button to enter PLAY MODE, but refuse to start if a Start or Exit is missing and show a message asking the creator to place both. In play mode hide the editor grid and placement cursor, spawn the character at the Start, and use WASD for direct horizontal movement at roughly walking speed. Use Space to jump, with gravity, collision against floor, raised blocks, and moving platforms. The player can fall into the sky/void; falling below the level causes a loss and automatically resets the play test after a short delay. Touching spikes also causes a loss and resets. The moving platform slides left and right along the X axis during testing and carries the player when standing on it. Coins rotate visually, disappear when collected, and update a play HUD like "Play test: Coins 1/3". The player must collect all coins before the exit can be completed; touching the exit early shows how many coins remain. Once all coins are collected, touching the door wins with a message such as "You beat your own level!". A successful test can return to edit mode with Tab. Include simple click/place and jump sound effects, animated player idle/walk/jump/fall/death/win states where available, and soft cast/receive shadows. Keep the experience focused on the edit-build-test-repeat loop, with no combat, timer, lives, or unrelated progression.

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